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The size of my source file is 409MB. When opening this file, the available video card memory reached 15GB (NVIDIA GeForce RTX 5060 Ti 16GB).My job requires me to use a resolution of 4096. Even if I set the resolution to 2048, the video card memory will soon be exhausted.At the same time, I also need to open the requirements file for the UE engine...
Hello,I started experiencing issue which I dont know where it came from. But when I Add new Fill layer the tilling is automatically set to 1.2 instead of 1 which I have to correct every time I add new fill layer, it if very annoying. Any Idea how to fix that? Thanks
Hello, it would be great if my two suggested improvements to Substance Painter could be added. They would be very useful for my texture creations. These are two tools that exist in Adobe Photoshop: the lasso (all versions) and quick selection (all versions depending on what you want to do) . Thank you in advance if this is done ^^
This issue keeps happening in Substance Painter and it is genuinely destroying my workflow. The “Save failed” error pops up out of nowhere, and it’s not rare it happens occasionally but always at the worst possible moment, causing hours of work to be completely trashed. I don’t understand how a professional software can fail at something as basic as saving a file. Instead of helping me create, it actively makes my work worse and pushes me back. It’s incredibly frustrating to use a tool that risks losing everything I’ve done, and I honestly expect a lot more stability from software at this level.
I was used substance painter to paint my texture at school last week ,and today I open it show this message. is there anywhere to fix it?
Im using user channels inside of my project and wondered if there is an efficient way to reference the data in there inside of other channels . ex User1 to albedoI have a method setup where i use a custom substance designer graph as a filter to send over that data but it forces me to use a passthrough blending mode on the layer where i want to reference the data inside of that user channel.Which isnt as efficient as id like it to be. Another way would be anchorpoints which is also sounds like a slow way to do it because im trying doing this referencing for each materialgroup i have
While previewing a model in the Substance Painter viewport, the fans on my GPU suddenly ramp up to around 4000 RPM. The GPU load becomes very high, but this issue never happened before.This problem started after I lubricated the fans on my graphics card.
Are there any ways to profile the computational intensity of layers inside of a substance painter file and if not i guess id have this as a feature request.Ive run into the issue that when setting up workflows that go beyond the fill layer and a tiling noise that its hard to know how well its really performing and where sometimes the laggyness while painting comes fromSubstance designer has a way to see the calculation time of individual nodes so it would be great to have an equivalent inside of that inside of painter with callouts . exposure to the python api would be a plus.
Right now Color selection allows only images to be set as id map input, but not the anchor points. But sometimes Id maps needs to be dynamically edited before use. And all nodes in Substance Painter allow it, except the most important one for Id map.
Hey everyone! I've been making materials in Substance Designer and exporting them to Unreal without any issues. I also exported my material to Substance Sampler, and the results were good!However, when I decided to put my materials together in a trimsheet using Substance Painter, the program wouldn't read my height map correctly. It would turn black and only show a few small spots of the height map. So I decided to fix it by manually importing the height map and adjusting the levels. Which worked in the viewport. but had the same results when exporting. The height map would be just mid grey with barely any details.More Details:I am exporting channel packed AO,Roughness and height together. and yes i had no trouble with any other map except for height texture.And my export settings are correct i assume because i tried everything. is this a bug or am i skipping a hidden step?
Hello, I’m having an issue when trying to bake to mesh. Every baked map (Normal, ID, AO, Curvature, etc.) turns out completely blue. I also can’t click on Return to Painting Mode, because Substance Painter eventually crashes.At first, I suspected a UV problem, but the UVs import correctly. What’s strange is that I tried rebuilding a project I worked on a month ago—which worked fine back then—but I’m now encountering the same issue.Does anyone know how to solve this?
Why is it so complicated when adding a png with a transparent background? why cant it just work like any other program. I have watched so many tutorials, google/chatgpt, youtube, but they all give me a white background. I don't get it. Yet the alpha leafs I get from Adobe Assets work fine, but if I try to add my own it gives me a white background. Please make it easier.
I keep having those strange artifacts whenever I switch to Tri-planar projection Those strange circles appears, this happens with any material which contains Heigth and Normal informations. Substance 3D Painter, version 11.1.0Build 4950 - 0265fbbfab79de9882b9b15496f0ca708f94dcdfWindows 11 25H2 Blender 4.5.3
I´d like to improve my models and been trying to find a way to get some color (like shadows) in to the skin wrinkles and pores. My model does not have any micro surface detail, but all the wrinkles and pores are made with alphas. This way I can export some nice normal maps, but when rendering the model, some skin details are still missing. I´ve seen some diffuse maps what others have, and there they have those wrinkles and pores baked also to the diffuse map for better contrast. Hand painting the bottoms of all wrinkles and pores is out of the question.So, the depth feeling comes from the normal map, but how to get the normal info also to the diffuse map so that there was some contrast as well? Or perhaps to make curvature map based on normal map?
Hello!I was just wondering if, anytime in the future, Apple Silicon users can use their GPU for baking mesh maps?I am using an M1 Max MacBook Pro and having to bake using my CPU is taking such a long time.
When we use the undo button, can it also undo the settings we have changed, for example the shadow slider, or at least make a seperate undo button. Please.
Before this update my baking was fine but now it no longer works and even though it goes through the baking process nothing is actually changing. there is no ao details on the mesh or looks like its interacting with each other. i bake my matching mesh name but nothing is being affected. when i turn off gpu raytracing it works but then i cant use bake by mesh name and then everything looks very harsh. is there a fix to this? i have a nvidia geforce x 3090
Default Camera, Aperture, and Focus Distance are now greyed out in Iray after updating to 11.1These settings are locked and uneditable, really limiting our ability to create realistic renders as we could in previous versions.I tried opening a new project as well as opening old projects from previous versions. Can;t ever seem to access these controls in iray any longer.Does this happen to everyone?
After the newest update whever I zoom out or move the camera in general the viewport texture becomes very low res, if i reload the texture (hide then show it again) it goes back to normal unless I move my camera. Additionally if I paint anywhere/update the texture it will briefly show the full res then go to a very low res version. For example this is how it should look:How it looks when it is low res:
Guys, I'm having this problem with the bake in my Substance Painter. I bought the Steam version. The program was working normally, but now it’s like this: every bake I do has this issue. Either it only loads halfway, or when it finishes the bake it stays on a screen that looks like it’s endlessly loading. And when I try to leave the bake tab, the program glitches with one window overlapping another. I’ve already tried everything the support recommended, and nothing worked. Does anyone know what it could be?”
Hi, since the recent 11.1 update any bake gets me a very high contrast curvature map, resulting on hard edges smart masks even on global contrast 0. (Rolled back to 11.0.3 and bakes fine)RTX 2060 Super - Win10 - RAM32GB Nvidia Driver 581.29GR
On heavy projects it would help a lot to have a way to monitor computation time of layers to find bottlenecks in projects (as in Substnace Designer or Houdini for example).And you could also go further and add an ability to temporarly toggle computation of those heavy layers off (detected automaticlly or by user's choice).So, for example you press a hotkey, it freezes computation of those heavy layers, which allows you to paint masks, add/move decals, etc. freely without a lag and then press hotkey back again to recompute and see the final look.As the project grows it becomes more painfull and painfull to manipulate stuff. And this seems to be a good solution for this.
Stencil: after draging a alpha texture into the slot i try to draw on a paint layer that i created on a black mask. the preview of the texture works and i am able to scale rotate and move the alpha. but when i try to draw it on the mesh nothing happens. weirdly enough, when i draw on the UV/2D view it works. Its only broken in the 3D view. Projection tool: when i drag a texture into the stencil it does not show up in my paint buffer (the buffer just stays grey) so i dont see what i project but when i left click, it actually project the thing onto the mesh. So just the preview is broken.
Hey,the title say it all. I really miss the feature, that i can export outmaps on a unqiue size. As example, when i export a _ORM (Occluion, Roughness, Metallic) Map i don't need it in 4k. I maxium need it in 1k or 512. But i have always have size them down manually afterwards.Would be great to have a feature for this. Greets Spaehling
In Texture Bake mode, even if the model’s geometry is perfectly flat, if there are polygon edges or UV seams within that flat area, the curvature bake still produces white lines.Please let me know if there is a proper setting to avoid this or if it is a bug.If it is a bug, I would like it to be fixed.Thank you.
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